Networked gaming headset

ABSTRACT

In an audio setup including at least one audio headset configurable to process audio for a first player (e.g., when participating in an online multiplayer game), a headset preset may be configured, and a token (or similar identifier) may be assigned to the headset preset. The headset preset may be uploaded into a central headset preset depository, which may be accessible by a plurality of players. The first player may share the token, via a network connection, with a second player, and second player may use the token to download the headset preset from the central headset preset depository into a second audio setup, including at least one other audio headset configurable to process audio for the second player. The downloaded headset preset may be utilized in configuring the other audio headset, for processing audio for the second player (e.g., when participating in the online multiplayer game).

CLAIM OF PRIORITY

This patent application is a continuation of U.S. patent applicationSer. No. 15/095,769, filed on Apr. 11, 2016, which is a continuation ofU.S. patent application Ser. No. 14/477,421, filed on Sep. 4, 2014,which in turn makes reference to, claims priority to and claims benefitfrom U.S. Provisional Patent Application Ser. No. 61/894,161, filed onOct. 22, 2013 and entitled “Networked Gaming Headset.” Each of the aboveidentified applications is hereby incorporated herein by reference inits entirety.

INCORPORATION BY REFERENCE

The entirety of each of the following applications is herebyincorporated herein by reference: U.S. patent application Ser. No.13/040,144, entitled “Gaming Headset with Programmable Audio” andpublished as US2012/0014553. The above stated application(s) is herebyincorporated herein by reference in its entirety.

TECHNICAL FIELD

Aspects of the present application relate to electronic gaming. Morespecifically, to methods and systems for networked gaming headset.

BACKGROUND

Limitations and disadvantages of conventional approaches to audioprocessing for gaming will become apparent to one of skill in the art,through comparison of such approaches with some aspects of the presentmethod and system set forth in the remainder of this disclosure withreference to the drawings.

BRIEF SUMMARY

Methods and systems are provided for networked gaming headset,substantially as illustrated by and/or described in connection with atleast one of the figures, as set forth more completely in the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A depicts an example gaming console.

FIG. 1B depicts an example gaming audio subsystem comprising a headsetand an audio basestation.

FIG. 1C depicts the example gaming console and an associated network ofperipheral devices.

FIGS. 2A and 2B depict two views of an example embodiment of a gamingheadset.

FIG. 2C depicts a block diagram of the example headset of FIGS. 2A and2B.

FIG. 3A depicts two views of an example embodiment of an audiobasestation.

FIG. 3B depicts a block diagram of the audio basestation 400.

FIG. 4 depicts a block diagram of an example multi-purpose device.

FIG. 5 depicts a block diagram illustrating use of networked gamingheadsets, such as to generate, store, and/or obtain headset presets.

FIG. 6A is a flowchart illustrating an example process for generatingand uploading headset presets in networked gaming headsets.

FIG. 6B is a flowchart illustrating an example process for obtaining andusing headset presets in networked gaming headsets.

DETAILED DESCRIPTION

As utilized herein the terms “circuits” and “circuitry” refer tophysical electronic components (i.e. hardware) and any software and/orfirmware (“code”) which may configure the hardware, be executed by thehardware, and or otherwise be associated with the hardware. As usedherein, for example, a particular processor and memory may comprise afirst “circuit” when executing a first one or more lines of code and maycomprise a second “circuit” when executing a second one or more lines ofcode. As utilized herein, “and/or” means any one or more of the items inthe list joined by “and/or”. As an example, “x and/or y” means anyelement of the three-element set {(x), (y), (x, y)}. As another example,“x, y, and/or z” means any element of the seven-element set {(x), (y),(z), (x, y), (x, z), (y, z), (x, y, z)}. As utilized herein, the terms“e.g.,” and “for example” set off lists of one or more non-limitingexamples, instances, or illustrations. As utilized herein, circuitry is“operable” to perform a function whenever the circuitry comprises thenecessary hardware and code (if any is necessary) to perform thefunction, regardless of whether performance of the function is disabled,or not enabled, by some user-configurable setting.

Referring to FIG. 1, there is shown game console 176 which may be, forexample, a Windows computing device, a UNIX computing device, a Linuxcomputing device, an Apple OSX computing device, an Apple iOS computingdevice, an Android computing device, a Microsoft Xbox, a SonyPlaystation, a Nintendo Wii, or the like. The example game console 176comprises a video interface 124, radio 126, data interface 128, networkinterface 130, video interface 132, audio interface 134, southbridge150, main system on chip (SoC) 148, memory 162, optical drive 172, andstorage device 174. The SoC 148 comprises central processing unit (CPU)154, graphics processing unit (GPU) 156, audio processing unit (APU)158, cache memory 164, and memory management unit (MMU) 166. The variouscomponents of the game console 176 are communicatively coupled throughvarious busses/links 112, 138, 140, 142, 144, 146, 152, 136, 160, 168,and 170.

The southbridge 150 comprises circuitry that supports one or more databus protocols such as High-Definition Multimedia Interface (HDMI),Universal Serial Bus (USB), Serial Advanced Technology Attachment 2(SATA 2), embedded multimedia card interface (e.MMC), PeripheralComponent Interconnect Express (PCIe), or the like. The southbridge 150may receive audio and/or video from an external source via link 112(e.g., HDMI), from the optical drive (e.g., Blu-Ray) 172 via link 168(e.g., SATA 2), and/or from storage 174 (e.g., hard drive, FLASH memory,or the like) via link 170 (e.g., SATA 2 and/or e.MMC). Digital audioand/or video is output to the SoC 148 via link 136 (e.g., CEA-861-Ecompliant video and IEC 61937 compliant audio). The southbridge 150exchanges data with radio 126 via link 138 (e.g., USB), with externaldevices via link 140 (e.g., USB), with the storage 174 via the link 170,and with the SoC 148 via the link 152 (e.g., PCIe).

The radio 126 comprises circuitry operable to communicate in accordancewith one or more wireless standards such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like.

The network interface 130 may comprise circuitry operable to communicatein accordance with one or more wired standards and to convert betweenwired standards. For example, the network interface 130 may communicatewith the SoC 148 via link 142 using a first standard (e.g., PCIe) andmay communicate with the network 106 using a second standard (e.g.,gigabit Ethernet).

The video interface 132 may comprise circuitry operable to communicatevideo in accordance with one or more wired or wireless videotransmission standards. For example, the video interface 132 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.,the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The audio interface 134 may comprise circuitry operable to communicateaudio in accordance with one or more wired or wireless audiotransmission standards. For example, the audio interface 134 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The central processing unit (CPU) 154 may comprise circuitry operable toexecute instructions for controlling/coordinating the overall operationof the game console 176. Such instructions may be part of an operatingsystem of the console and/or part of one or more software applicationsrunning on the console.

The graphics processing unit (GPU) 156 may comprise circuitry operableto perform graphics processing functions such as compression,decompression, encoding, decoding, 3D rendering, and/or the like.

The audio processing unit (APU) 158 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, surround-soundprocessing, and/or the like to output single channel or multi-channel(e.g., 2 channels for stereo or 5, 7, or more channels for surroundsound) audio signals. The APU 158 comprises memory (e.g., volatileand/or non-volatile memory) 159 which stores parameter settings thataffect processing of audio by the APU 158. For example, the parametersettings may include a first audio gain/volume setting that determines,at least in part, a volume of game audio output by the console 176 and asecond audio gain/volume setting that determines, at least in part, avolume of chat audio output by the console 176. The parameter settingsmay be modified via a graphical user interface (GUI) of the consoleand/or via an application programming interface (API) provided by theconsole 176.

The cache memory 164 comprises high-speed memory (typically DRAM) foruse by the CPU 154, GPU 156, and/or APU 158. The memory 162 may compriseadditional memory for use by the CPU 154, GPU 156, and/or APU 158. Thememory 162, typically DRAM, may operate at a slower speed than the cachememory 164 but may also be less expensive than cache memory as well asoperate at a higher-speed than the memory of the storage device 174. TheMMU 166 controls accesses by the CPU 154, GPU 156, and/or APU 158 to thememory 162, the cache 164, and/or the storage device 174.

In FIG. 1A, the example game console 176 is communicatively coupled to auser interface device 102, a user interface device 104, a network 106, amonitor 108, and audio subsystem 110.

Each of the user interface devices 102 and 104 may comprise, forexample, a game controller, a keyboard, a motion sensor/positiontracker, or the like. The user interface device 102 communicates withthe game console 176 wirelessly via link 114 (e.g., Wi-Fi Direct,Bluetooth, and/or the like). The user interface device 102 communicateswith the game console 176 via the wired link 140 (e.g., USB or thelike).

The network 160 comprises a local area network and/or a wide areanetwork. The game console 176 communicates with the network 106 viawired link 118 (e.g., Gigabit Ethernet).

The monitor 108 may be, for example, a LCD, OLED, or PLASMA screen. Thegame console 176 sends video to the monitor 108 via link 120 (e.g.,HDMI).

The audio subsystem 110 may be, for example, a headset, a combination ofheadset and audio basestation, or a set of speakers and accompanyingaudio processing circuitry. The game console 176 sends audio to thesubsystem 110 via link(s) 122 (e.g., S/PDIF for digital audio or “lineout” for analog audio). Additional details of an example audio subsystem110 are described below.

FIG. 1B depicts an example gaming audio subsystem comprising a headsetand an audio basestation. Shown is a headset 200 and an audiobasestation 300. The headset 200 communicates with the basestation 300via a link 180 and the basestation 300 communicates with the console 176via a link 122. The link 122 may be as described above. In an exampleimplementation, the link 180 may be a proprietary wireless linkoperating in an unlicensed frequency band. The headset 200 may be asdescribed below with reference to FIGS. 2A-2C. The basestation 300 maybe as described below with reference to FIGS. 3A-3B.

Referring to FIG. 1C, again shown is the console 176 connected to aplurality of peripheral devices and a network 106. The exampleperipheral devices shown include a monitor 108, a user interface device102, a headset 200, an audio basestation 300, and a multi-purpose device192.

The monitor 108 and user interface device 102 are as described above. Anexample implementation of the headset 200 is described below withreference to FIGS. 2A-2C. An example implementation of the audiobasestation is described below with reference to FIGS. 3A-3B.

The multi-purpose device 192 may be, for example, a tablet computer, asmartphone, a laptop computer, or the like and that runs an operatingsystem such as Android, Linux, Windows, iOS, OSX, or the like. Anexample implementation of the multi-purpose device 192 is describedbelow with reference to FIG. 4. Hardware (e.g., a network adaptor) andsoftware (i.e., the operating system and one or more applications loadedonto the device 192) may configure the device 192 for operating as partof the GPN 190. For example, an application running on the device 192may cause display of a graphical user interface via which a user canaccess gaming-related data, commands, functions, parameter settings,etc. and via which the user can interact with the console 176 and theother devices of the GPN 190 to enhance his/her gaming experience.

The peripheral devices 102, 108, 192, 200, 300 are in communication withone another via a plurality of wired and/or wireless links (representedvisually by the placement of the devices in the cloud of GPN 190). Eachof the peripheral devices in the gaming peripheral network (GPN) 190 maycommunicate with one or more others of the peripheral devices in the GPN190 in a single-hop or multi-hop fashion. For example, the headset 200may communicate with the basestation 300 in a single hop (e.g., over aproprietary RF link) and with the device 192 in a single hop (e.g., overa Bluetooth or Wi-Fi direct link), while the tablet may communicate withthe basestation 300 in two hops via the headset 200. As another example,the user interface device 102 may communicate with the headset 200 in asingle hop (e.g., over a Bluetooth or Wi-Fi direct link) and with thedevice 192 in a single hop (e.g., over a Bluetooth or Wi-Fi directlink), while the device 192 may communicate with the headset 200 in twohops via the user interface device 102. These example interconnectionsamong the peripheral devices of the GPN 190 are merely examples, anynumber and/or types of links among the devices of the GPN 190 ispossible.

The GPN 190 may communicate with the console 176 via any one or more ofthe connections 114, 140, 122, and 120 described above. The GPN 190 maycommunicate with a network 106 via one or more links 194 each of whichmay be, for example, Wi-Fi, wired Ethernet, and/or the like.

A database 182 which stores gaming audio data is accessible via thenetwork 106. The gaming audio data may comprise, for example, signaturesof particular audio clips (e.g., individual sounds or collections orsequences of sounds) that are part of the game audio of particulargames, of particular levels/scenarios of particular games, particularcharacters of particular games, etc. In an example implementation, thedatabase 182 may comprise a plurality of records 183, where each record183 comprises an audio clip (or signature of the clip) 184, adescription of the clip 184 (e.g., the game it is from, when it occursin the game, etc.), one or more gaming commands 186 associated with theclip, one or more parameter settings 187 associated with the clip,and/or other data associated with the audio clip. Records 183 of thedatabase 182 may be downloadable to, or accessed in real-time by, one ofmore devices of the GPN 190.

Referring to FIGS. 2A and 2B, there is shown two views of an exampleheadset 200 that may present audio output by a gaming console such asthe console 176. The headset 200 comprises a headband 202, a microphoneboom 206 with microphone 204, ear cups 208 a and 208 b which surroundspeakers 216 a and 216 b, connector 210, connector 214, and usercontrols 212.

The connector 210 may be, for example, a 3.5 mm headphone socket forreceiving analog audio signals (e.g., receiving chat audio via an Xbox“talkback” cable).

The microphone 204 converts acoustic waves (e.g., the voice of theperson wearing the headset) to electric signals for processing bycircuitry of the headset and/or for output to a device (e.g., console176, basestation 300, a smartphone, and/or the like) that is incommunication with the headset.

The speakers 216 a and 216 b convert electrical signals to soundwaves.

The user controls 212 may comprise dedicated and/or programmablebuttons, switches, sliders, wheels, etc. for performing variousfunctions. Example functions which the controls 212 may be configured toperform include: power the headset 200 on/off, mute/unmute themicrophone 204, control gain/volume of, and/or effects applied to, chataudio by the audio processing circuitry of the headset 200, controlgain/volume of, and/or effects applied to, game audio by the audioprocessing circuitry of the headset 200, enable/disable/initiate pairing(e.g., via Bluetooth, Wi-Fi direct, or the like) with another computingdevice, and/or the like.

The connector 214 may be, for example, a USB port. The connector 214 maybe used for downloading data to the headset 200 from another computingdevice and/or uploading data from the headset 200 to another computingdevice. Such data may include, for example, parameter settings(described below). Additionally, or alternatively, the connector 214 maybe used for communicating with another computing device such as asmartphone, tablet compute, laptop computer, or the like.

FIG. 2C depicts a block diagram of the example headset 200. In additionto the connector 210, user controls 212, connector 214, microphone 204,and speakers 216 a and 216 b already discussed, shown are a radio 220, aCPU 222, a storage device 224, a memory 226, an audio processing circuit230, and a headset preset management component 240.

The radio 220 may comprise circuitry operable to communicate inaccordance with one or more standardized (such as, for example, the IEEE802.11 family of standards, the Bluetooth family of standards, and/orthe like) and/or proprietary wireless protocol(s) (e.g., a proprietaryprotocol for receiving audio from an audio basestation such as thebasestation 300).

The CPU 222 may comprise circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the headset 200. Suchinstructions may be part of an operating system or state machine of theheadset 200 and/or part of one or more software applications running onthe headset 200. In some implementations, the CPU 222 may be, forexample, a programmable interrupt controller, a state machine, or thelike.

The storage device 224 may comprise, for example, FLASH or othernonvolatile memory for storing data which may be used by the CPU 222and/or the audio processing circuitry 230. Such data may include, forexample, parameter settings that affect processing of audio signals inthe headset 200 and parameter settings that affect functions performedby the user controls 212. For example, one or more parameter settingsmay determine, at least in part, a gain of one or more gain elements ofthe audio processing circuitry 230. As another example, one or moreparameter settings may determine, at least in part, a frequency responseof one or more filters that operate on audio signals in the audioprocessing circuitry 230. As another example, one or more parametersettings may determine, at least in part, whether and which soundeffects are added to audio signals in the audio processing circuitry 230(e.g., which effects to add to microphone audio to morph the user'svoice). Example parameter settings which affect audio processing aredescribed in the co-pending U.S. patent application Ser. No. 13/040,144titled “Gaming Headset with Programmable Audio” and published asUS2012/0014553, the entirety of which is hereby incorporated herein byreference. Particular parameter settings may be selected autonomously bythe headset 200 in accordance with one or more algorithms, based on userinput (e.g., via controls 212), and/or based on input received via oneor more of the connectors 210 and 214. In some instances, sets ofvarious parameter settings may be predefined for use in configuringheadsets and/or controlling operations thereof. Such sets of variousparameter settings are referenced in this application as “headsetpresets.”

The memory 226 may comprise volatile memory used by the CPU 230 and/oraudio processing circuit 230 as program memory, for storing runtimedata, etc.

The audio processing circuit 230 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 230 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game, chat, and/or microphone audio that is subsequently output tospeaker 216 a and 216 b. Additionally, or alternatively, the processingmay be performed on chat audio that is subsequently output to theconnector 210 and/or radio 220.

In an example implementation, the headset 200 may be configured to asnetworked gaming headset—i.e., to support network access and use thereofin conjunction with operation of the headset. For example, the headset200 may be configurable to utilize network accessibility to store,share, and/or obtain information relating to use or operation of theheadset 200, particularly during multi-player online gaming.

In one particular embodiment, configuring the headset 200 as a networkedgaming headset may be done in conjunction with use of headset presets.In this regard, a headset ‘headset preset’ may comprise a set of valuescorresponding to one or more configurable parameter settings that areused by or applied to various components of the headset, such ascomponents used in conjunction with audio processing (e.g., to enableadjusting audio characteristics) and/or components pertinent tooperation of the headset 200. For example, different headset presets maycomprise values applicable to particular configurable parameter settingsto produce different audio effects in audio inputs—e.g., audiocorresponding to inputs via the microphone 204 of the headset 200. Thedifferent configurable input-related parameter settings may be used to,for example, adaptively control how a player's voice—that is a voice ofuser of the headset 200 (e.g., using voice morphing techniques) maysound to listeners of the audio—e.g., other player(s) in multi-playeronline game. Different headset presets may also comprise valuesapplicable to particular configurable parameter settings to producedifferent audio effects in audio outputs—e.g., outputs via the speakers216 a and 216 b of the headset 200. For example, the differentconfigurable output-related parameter settings may be used to, forexample, variably control equalizer settings, to control how voices ofother players may sound. Also, different headset presets may comprisedifferent headset operation-related parameter settings. For example,different headset presets may comprise values applicable to particularconfigurable parameter settings that may provide for differentfunctionality of re-definable inputs (e.g., buttons or switches) on theheadset 200.

To support configuring and/or operation of the headset 200 as a networkgaming headset, dedicated components may be used and/or incorporatedinto the headset 200 and/or existing components may be modified oradjusted. The headset 200 may incorporate, for example, the headsetpreset management component 240, which may comprise suitable circuitryfor managing headset presets and use thereof in the headset 200. Forexample, the headset preset management component 240 may be configuredto manage generation, storage, sharing, and/or obtaining headset presetsin the headset 200. In another example implementation, the functions ofthe preset management circuitry 240 may be integrated into the othercomponents (e.g., CPU 222) of the headset 200.

In some instances, headset presets may be stored in and/or obtained fromremote, dedicated resources. For example, a centralized headset presetdepository may be utilized. Headset presets may be uploaded to ordownloaded from the depository to enable sharing or exchanging (i.e. forvalue, as further explained below) of headset presets among players.Such use scenario is described in more detail with respect to, forexample, FIG. 5.

FIG. 3A depicts two views of an example embodiment of the audiobasestation 300. The basestation 300 comprises status indicators 302,user controls 310, power port 325, and audio connectors 314, 316, 318,and 320.

The audio connectors 314 and 316 may comprise digital audio in anddigital audio out (e.g., S/PDIF) connectors, respectively. The audioconnectors 318 and 320 may comprise a left “line in” and a right “linein” connector, respectively. The controls 310 may comprise, for example,a power button, a button for enabling/disabling virtual surround sound,a button for adjusting the perceived angles of the speakers when thevirtual surround sound is enabled, and a dial for controlling avolume/gain of the audio received via the “line in” connectors 318 and320. The status indicators 302 may indicate, for example, whether theaudio basestation 300 is powered on, whether audio data is beingreceived by the basestation 300 via connectors 314, and/or what type ofaudio data (e.g., Dolby Digital) is being received by the basestation300.

FIG. 3B depicts a block diagram of the audio basestation 300. Inaddition to the user controls 310, indicators 302, and connectors 314,316, 318, and 320 described above, the block diagram additionally showsa CPU 322, a storage device 324, a memory 326, a radio 319, an audioprocessing circuit 330, and a radio 332.

The radio 319 comprises circuitry operable to communicate in accordancewith one or more standardized (such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like) and/orproprietary (e.g., proprietary protocol for receiving audio protocolsfor receiving audio from a console such as the console 176.) wirelessprotocols.

The radio 332 comprises circuitry operable to communicate in accordancewith one or more standardized (such as, for example, the IEEE 802.11family of standards, the Bluetooth family of standards, and/or the like)and/or proprietary wireless protocol(s) (e.g., a proprietary protocolfor transmitting audio to headphones 200).

The CPU 322 comprises circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the audio basestation300. Such instructions may be part of an operating system or statemachine of the audio basestation 300 and/or part of one or more softwareapplications running on the audio basestation 300. In someimplementations, the CPU 322 may be, for example, a programmableinterrupt controller, a state machine, or the like.

The storage 324 may comprise, for example, FLASH or other nonvolatilememory for storing data which may be used by the CPU 322 and/or theaudio processing circuitry 330. Such data may include, for example,parameter settings that affect processing of audio signals in thebasestation 300. For example, one or more parameter settings maydetermine, at least in part, a gain of one or gain elements of the audioprocessing circuitry 330. As another example, one or more parametersettings may determine, at least in part, a frequency response of one ormore filters that operate on audio signals in the audio processingcircuitry 330. As another example, one or more parameter settings maydetermine, at least in part, whether and which sound effects are addedto audio signals in the audio processing circuitry 330 (e.g., whicheffects to add to microphone audio to morph the user's voice). Exampleparameter settings which affect audio processing are described in theco-pending U.S. patent application Ser. No. 13/040,144 titled “GamingHeadset with Programmable Audio” and published as US2012/0014553, theentirety of which is hereby incorporated herein by reference. Particularparameter settings may be selected autonomously by the basestation 300in accordance with one or more algorithms, based on user input (e.g.,via controls 310), and/or based on input received via one or more of theconnectors 314, 316, 318, and 320.

The memory 326 may comprise volatile memory used by the CPU 322 and/oraudio processing circuit 330 as program memory, for storing runtimedata, etc.

The audio processing circuit 330 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 330 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game and/or chat audio signals that are subsequently output to adevice (e.g., headset 200) in communication with the basestation 300.Additionally, or alternatively, the processing may be performed on amicrophone audio signal that is subsequently output to a device (e.g.,console 176) in communication with the basestation 300.

FIG. 4 depicts a block diagram of an example multi-purpose device 192.The example multi-purpose device 192 comprises a an applicationprocessor 402, memory subsystem 404, a cellular/GPS networking subsystem406, sensors 408, power management subsystem 410, LAN subsystem 412, busadaptor 414, user interface subsystem 416, and audio processor 418.

The application processor 402 comprises circuitry operable to executeinstructions for controlling/coordinating the overall operation of themulti-purpose device 192 as well as graphics processing functions of themulti-purpose device 402. Such instructions may be part of an operatingsystem of the multi-purpose device 192 and/or part of one or moresoftware applications running on the multi-purpose device 192.

The memory subsystem 404 comprises volatile memory for storing runtimedata, nonvolatile memory for mass storage and long-term storage, and/ora memory controller which controls reads writes to memory.

The cellular/GPS networking subsystem 406 comprises circuitry operableto perform baseband processing and analog/RF processing for transmissionand reception of cellular and GPS signals.

The sensors 408 comprise, for example, a camera, a gyroscope, anaccelerometer, a biometric sensor, and/or the like.

The power management subsystem 410 comprises circuitry operable tomanage distribution of power among the various components of themulti-purpose device 192.

The LAN subsystem 412 comprises circuitry operable to perform basebandprocessing and analog/RF processing for transmission and reception—ofwired, optical, and/or wireless signals (e.g., in accordance Wi-Fi,Wi-Fi Direct, Bluetooth, Ethernet, and/or the other standards).

The bus adaptor 414 comprises circuitry for interfacing one or moreinternal data busses of the multi-purpose device with an external bus(e.g., a Universal Serial Bus) for transferring data to/from themulti-purpose device via a wired connection.

The user interface subsystem 416 comprises circuitry operable to controland relay signals to/from a touchscreen, hard buttons, and/or otherinput devices of the multi-purpose device 192.

The audio processor 418 comprises circuitry to process (e.g., digital toanalog conversion, analog-to-digital conversion, compression,decompression, encryption, decryption, resampling, etc.) audio signals.The audio processor 418 may be operable to receive and/or output signalsvia a connector such as a 3.5 mm stereo and microphone connector.

FIG. 5 depicts a block diagram illustrating use of networked gamingheadsets, such as to generate, store, and/or obtain headset presets.Referring to FIG. 5, there is shown headsets 500 ₁ and 500 ₂, hosts 520₁ and 520 ₂, social service 530, and web service 540.

Each of the headsets 500 ₁ and 500 ₂ may be similar to the headset 200,for example. In this regard, the headsets 500 ₁ and 500 ₂ may beutilized by users 510 ₁ and 510 ₂, respectively, to facilitateoutputting audio (e.g., via speakers of the headsets) to the users 510 ₁and 510 ₂ (including performing necessary audio processing relatedthereto). Furthermore, the headsets 500 ₁ and 500 ₂ may also be utilizedin capturing audio (e.g., via microphones) from the users 510 ₁ and 510₂, and processing the audio input, and (in some instances) communicatingthe audio (e.g., to other users, such as during online gaming).

The headsets 500 ₁ and 500 ₂ may be coupled to the hosts 520 ₁ and 520₂, respectively (e.g., via connections 502 ₁ and 502 ₂). In this regard,each of the hosts 520 ₁ and 520 ₂ may comprise suitable circuitry forsupporting operation of headsets (e.g., the headsets 500 ₁ and 500 ₂).For example, the hosts 520 ₁ and 520 ₂ may be configured for providingor supporting such functions as processing (audio and/or non-audio),storage, networking, and the like, which may be needed during operationof the headsets 500 ₁ and 500 ₂. In an example embodiment, each of thehosts 520 ₁ and 520 ₂ may correspond to (at least a portion of) acombination of a game console (e.g., similar to the game console 176)and a basestation (e.g., similar to the basestation 300), with theconnections 502 ₁ and 502 ₂ comprising wireless links (e.g., similar tothe link 180). The disclosure is not so limited, however, and in someinstances a host 520 _(i) may correspond to any suitable electronicdevice or system which may be configured to perform any of theoperations or functions described with respect to the hosts 520 ₁ and520 ₂.

In operation, the combinations of headset 500 ₁/host 520 ₁ and headset500 ₂/host 520 ₂ may be operable to support processing and/orcommunication of audio associated with the two different users (players)510 ₁ and 510 ₂, such as during multi-player online gaming, for example.

In some instances, the headsets 500 ₁ and 500 ₂ may be configured asnetworked gaming headsets. Networked gaming headsets may use theirnetwork connections to share and/or exchange (e.g., for value), directlyand/or indirectly (e.g., via intermediary media or systems), data during(and/or relating to) online gaming. In the particular example usescenario shown in FIG. 5, the headsets 500 ₁ and 500 ₂ may supportgeneration and sharing of headset presets. As described in more detailwith respect to FIG. 2C, headset presets may comprise informationrelating to configuring one or more parameter settings that are usedduring processing or operation of headsets. Each combination of headset500 _(i)/host 520 _(i) is an integer) may be used, for example, togenerate headset presets. For example, the combination of headset 500₁/host 520 ₁ may be utilized in generating a headset preset 514, whichmay define values applicable to one or more configurable parametersettings used in the headset 500 ₁ (e.g., parameter settings relating toinput audio, output audio, and/or control of the audio or headset). Insome instances, each headset preset may be assigned an identifier (e.g.,token) which may be set such that to enable uniquely identifying theheadset preset.

The headset preset 514 may be stored, at least initially, locally—e.g.,within the host 520 ₁ and/or the headset 500 ₁. In networked gaming usescenarios, however, headset presets may be stored remotely and/or shared(or exchanged for value) among players. For example, a web-based service540 may be utilized to provide an online, centralized depository ofdata, including headset presets. The web-based service 540 may beconfigured on a plurality of hardware resources (e.g., storage elements,processing elements, routing elements, etc.), using suitable software(and firmware) solutions, such as for managing operations of theweb-based service 540, and/or for controlling or supporting applicationsor functions associated with the web-based service 540. The web-basedservice 540 may be configured to support such functions, for example, asremote storage of headset presets, and sharing or exchanging of theseheadset presets. For example, the web-based service 540 may comprise aheadset preset database (DB) 550, which may be used to store a pluralityof present entries 552. Accordingly, headset presets may be uploaded byplayers into the web-based service 540, and stored therein. For example,once the headset preset 514 is generated, the headset preset 514 mayassociated with an identifier (e.g., based on player/user 510 ₁ commandor selection) for remote storage. Accordingly, the host 520 ₁ mayestablish connection 5421 to the web-based service 540, and may utilizethat connection to upload the headset preset 514 and/or its identifierinto the headset preset DB 550.

The players may then share or exchange headset presets, using theremotely stored copies thereof (in the web-based service 540). Thesharing or exchanging of the headset presets may be done by sharing orexchanging information that enable retrieving them from the onlineremote depository. For example, since each headset preset may beassigned a unique token, tokens may be shared between the players, withthe token then being used for downloading the corresponding headsetpresets from the online central depository. The sharing of the tokens(or other information that may be used to facilitate accessing andretrieving of the headset presets) may be done over direct peer-to-peerconnection. For example, hosts 520 ₁ and 520 ₂ may establish directpeer-to-peer connection 522, which player 510 ₁ may then use the directpeer-to-peer connection 522 to send player 510 ₂ the token identifyingthe headset preset 514. Alternatively, tokens (or similar information)may be shared using indirect connection. For example, existing web-basedsocial services (an example of which, web-based social service 530 isshown), which may inherently offer measures for ensuring confidentialand validated user-to-user connections, may be used. As shown in FIG. 5,the hosts 520 ₁ and 520 ₂ may establish, respectively, connections 5321and 5322 to the web-based social service 530. Additionally, oralternatively, tokens that identify headset presets may be shared viaemail, SMS, MMS, or the like.

The shared token (and/or other necessary information) may be provided tothe web-based service 540, which may then download the correspondingheadset preset to the headset of the other player. For example, once thefirst player 510 ₁ shares the token (and/or other necessary information)with the second player 510 ₂ (directly, or via the web-based socialservice 530), the second player 510 ₂ may provide the token to theweb-based service 540. In this regard, the host 520 ₂ may establish aconnection 5422 to the web-based service 540, which may be used incommunicating the token to the web-based service 540. The web-basedservice 540 may then download the corresponding headset preset to theheadset 500 ₂ of the second player 510 ₂.

The web-based service 540 may be configured to validate players beforeallowing download of headset presets by the players. The validation ofthe players may simply be based on providing the correct tokens—i.e.,possession or knowledge of tokens associated with headset presets may beinterpreted as indication that the player is permitted to download theheadset presets. In some instances, additional validation informationmay be required (e.g., user name, identifier, password, etc.).

In some instances, headset presets (or information related thereto—e.g.,tokens) are exchanged conditionally—e.g., for value. For example,headset presets may be traded among players in exchange for things ofvalue in the online games, such as lives, points, tools, skills, virtualmoney and/or the like. In some instances, headset presets may even beexchanged for monitory compensation (e.g., pay or credit). Accordingly,sharing the headset presets (or information related thereto) may entailnegotiating values for the offered headset preset(s).

FIG. 6A is a flowchart illustrating an example process for generatingand uploading headset presets in networked gaming headsets. Referring toFIG. 6A, there is shown a flow chart 600, comprising a plurality ofexample steps.

In starting step 602, a headset (e.g., the headset 500 ₁) may be poweredon and/or set to an initial operating state, whereby the headset may beready for outputting of audio (e.g., microphone audio) and/or handlingof input audio (e.g., game and/or chat audio). In step 604, a newheadset preset may be generated, or an existing headset preset may bemodified (e.g., based on user input or selections. In this regard,modifying existing headset presets may comprise retrieving previouslystored copies thereof, for example, from a centralized preset depository(which may be managed via web service, such as the web-based service540).

In step 606, a token (or similar type of unique identifier) may beassigned to the headset preset (if not previously assigned—e.g., if theheadset preset was not an existing one that was simply modified). Insome instances, additional information may also be assigned to theheadset preset (e.g., for use in validating users accessing them).

In step 608, the headset preset may be uploaded (in lieu of or inaddition to storing it locally) to the centralized preset depository. Insome instances the uploading may comprise performing user validationbefore storing new headset presets or overwriting existing copiesthereof—e.g., to validate that the user has permission to access and/oruse the centralized preset depository and/or the web-based servicemanaging it.

FIG. 6B is a flowchart illustrating an example process for obtaining andusing headset presets in networked gaming headsets. Referring to FIG.6B, there is shown a flow chart 630, comprising a plurality of examplesteps.

In starting step 602, a headset (e.g., the headset 500 ₂) may be poweredon and/or set to an initial operating state, whereby the headset may beready for outputting of audio (e.g., microphone audio) and/or handlingof input audio (e.g., game and/or chat audio). In step 634, the firstplayer may request a headset preset from a centralized preset depository(which may be managed via web service, such as the web-based service540). The request may comprise, for example, providing a ‘token’associated with the requested headset preset, which a second player—theone to whom the requested headset preset belongs—may have shared withthe first player. In this regard, token (or information facilitatingaccess to headset presets) may be shared or exchanged directly (usingpeer-to-peer connection, such as the connection 522), orindirectly—e.g., via a commonly accessed service, such as the web-basedsocial service 530. In step 636, a request validation may be performed(e.g., in the centralized preset depository, where the headset preset isstored). In an example implementation, the request validation may, at aminimum, comprise validating that the user provided the particular token(or other identifying information) associated with the requested headsetpreset. Further, the validation may also entail validating therequesting player. In instances where the request validation fails, theprocess may proceed to an exit state 638. In this regard, the exit state638 may comprise generating and communicating notification of rejectedattempts to obtain the headset preset (e.g., notifications sent to therequesting player and/or the player to whom the headset preset belongs).

Returning to step 636, in instances where the request validation issuccessful, the process may proceed to step 640. In step 640, the playermay download the headset preset from the centralized preset depository(e.g., into the headset used thereby). In step 642, the headset used bythe player may be configured based on the downloaded headset preset.

Various embodiments of the invention may comprise a system and a methodfor networked gaming headsets. For example, in an audio setup (e.g.,combination of headset 500 ₁/host 520 ₂) comprising at least one audioheadset (e.g., the headset 500 ₁) which may be configurable to processaudio for a first player (e.g., player 510 ₁) when participating in anonline multiplayer game, a headset preset (e.g., headset preset 514) maybe configured. In this regard, a headset preset may comprise values forone or more configurable parameter settings relating to operation orfunctions of the headset 500 ₁. A token (or similar identifier) may beassigned to the headset preset. The headset preset may then be uploadedinto a central headset preset depository (e.g., the preset DB 550) whichmay be accessible by a plurality of players. The first player may thenshare the token, via a network connection, with a second player (e.g.,player 510 ₂), who may be utilizing a second audio setup (e.g.,combination of headset 500 ₂/host 520 ₂) comprising at least one otheraudio headset (e.g., the headset 500 ₂), which may be configurable toprocess audio for the second player. Access to the central headsetpreset depository may be managed via a web-accessed service (e.g., theweb-based service 540), which may support web-based user interactionsfor uploading and/or downloading headset presets. The second player maydownload the headset preset from the central headset preset depositoryinto the other audio headset. The downloaded headset preset may then beutilized in configuring the other audio headset (used by the secondplayer), for processing audio for the second player participating in theonline multiplayer game. The downloading of the headset preset by thesecond player may only be allowed based on validation of the secondplayer. The second player may be validated based on, for example, thetoken associated with the headset preset. The token may be shared by thefirst player with the second player using direct peer-to-peerconnection, or via a web-accessed social service (e.g., the web-basedsocial service 530). The headset preset may be shared with the secondplayer based on a negotiation for compensation for sharing of theheadset preset. The compensation may be something of value in an onlinegame, for example. The operation or function of the headset may controlthe sound of the first player's voice in an online chat. The operationor function of the headset may also be a multi-band equalizer. Theheadset preset may be associated with a particular video game such thatthe multi-band equalizer may be configured to enhance particular soundsof said particular game.

The present method and/or system may be realized in hardware, software,or a combination of hardware and software. The present methods and/orsystems may be realized in a centralized fashion in at least onecomputing system, or in a distributed fashion where different elementsare spread across several interconnected computing systems. Any kind ofcomputing system or other apparatus adapted for carrying out the methodsdescribed herein is suited. A typical combination of hardware andsoftware may be a general-purpose computing system with a program orother code that, when being loaded and executed, controls the computingsystem such that it carries out the methods described herein. Anothertypical implementation may comprise an application specific integratedcircuit or chip. Some implementations may comprise a non-transitorymachine-readable (e.g., computer readable) medium (e.g., FLASH drive,optical disk, magnetic storage disk, or the like) having stored thereonone or more lines of code executable by a machine, thereby causing themachine to perform processes as described herein.

While the present method and/or system has been described with referenceto certain implementations, it will be understood by those skilled inthe art that various changes may be made and equivalents may besubstituted without departing from the scope of the present methodand/or system. In addition, many modifications may be made to adapt aparticular situation or material to the teachings of the presentdisclosure without departing from its scope. Therefore, it is intendedthat the present method and/or system not be limited to the particularimplementations disclosed, but that the present method and/or systemwill include all implementations falling within the scope of theappended claims.

What is claimed is:
 1. A method, comprising: in an audio setup comprising at least one audio headset that is configurable to process audio for a first player participating in an online multiplayer game: configuring a headset preset, wherein the headset preset comprises values for one or more configurable parameter settings relating to operation or functions of the headset; assigning a token to the headset preset; uploading the headset preset to a central headset preset depository that is accessible by a plurality of players; and sharing the token via a network connection with a second player.
 2. The method of claim 1, comprising managing access to the central headset preset depository via web-accessed service, wherein the web-accessed service supports web-based user interactions for uploading and/or downloading headset presets.
 3. The method of claim 1, comprising: downloading the headset preset from the central headset preset depository into a headset that is used by the second player; and configuring the headset used by the second player based on the headset preset, for processing audio for the second player participating in the online multiplayer game.
 4. The method of claim 3, comprising allowing the downloading of the headset preset by the second player based on validation of the second player.
 5. The method of claim 4, comprising validating the second player based on the token associated with the headset preset.
 6. The method of claim 1, comprising sharing the token with the second player using direct peer-to-peer connection.
 7. The method of claim 1, comprising sharing the token with the second player via a web-accessed social service.
 8. The method of claim 1, comprising sharing the headset preset with the second player based on a negotiation for compensation for sharing of the headset preset.
 9. The method of claim 8, wherein the compensation is something of value in an online game.
 10. The method of claim 1, wherein the operation or function of the headset controls the sound of the first player's voice in an online chat.
 11. The method of claim 1, wherein the operation or function of the headset is a multi-band equalizer.
 12. The method of claim 11, wherein the headset preset is associated with a particular video game such that said multi-band equalizer is configured to enhance particular sounds of said particular game.
 13. A system, comprising: at least one audio headset that is configurable to process audio for a first player participating in an online multiplayer game, wherein the system is operable to: configure a headset preset, wherein the headset preset comprises values for one or more configurable parameter settings relating to operation or functions of the headset; assign a token to the headset preset; upload the headset preset to a central headset preset depository that is accessible by a plurality of players; and share the token via a network connection.
 14. The system of claim 13, wherein the token is shared with the second player using direct peer-to-peer connection.
 15. The system of claim 13, wherein the token is shared with the second player via a web-accessed social service.
 16. The system of claim 13, wherein the system is operable to enable negotiation of compensation for sharing of the headset preset with the second player.
 17. The system of claim 16, wherein the compensation is something of value in an online game.
 18. The system of claim 13, wherein the operation or function of the headset controls the sound of the first player's voice in an online chat.
 19. The system of claim 13, wherein the operation or function of the headset is a multi-band equalizer.
 20. The system of claim 19, wherein the headset preset is associated with a particular video game such that said multi-band equalizer is configured to enhance particular sounds of said particular game. 